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Monday, October 24, 2016
By: JC
Strategic Command WWII War in Europe - Coming Out on 17 November!



After almost 15 years of successful releases of strategic-level war games, Fury Software is getting ready for its latest, Strategic Command WWII War in Europe (SCWiE). This time under the strategy games publishing powerhouse Slitherine/Matrix Games.




Strategic Command WWII: War in Europe (SCWiE) is a turn/hexes-based strategic level war game in which the player commands the Allies or the Axis. The scale of the land units is at the corps/army level (with some occasional garrison units here and there), naval battle groups, flotillas, fleets and air force squadrons.





The core assets of SCWiE are its compact design and its sharp focus.

The game is easy to play, but is packed under the hood with combat mechanisms, modable AI routines, randomly triggered events and other goodies that will easily go unnoticed by the un-initiated. I'm no expert in modifying any of the above, but I certainly appreciate the end result of them: a believable, wholesome strategic work out. WWII style!




The sharp focus of SCWiE is a trademark of the main game designer. Many strategy-level games out there loose focus when they...

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Saturday, October 22, 2016
By: JC
Russia Doesn't Love my Grenadiers - Graviteam Tactics: Drive on Voronezh

Scorching sun, the densest fog and cross fires. Boy, the new DLC for Graviteam Tactics had a rude awakening for me!



Retreating after a tactical defeat, west of Shilovo. The noon sun falls hard on my soldiers.


July 4th, 1942. It's not exactly early morning, actually is around 10 AM and the fog is so thick that I did manage to advance an entire platoon of German infantry through open terrain. It was an all out gamble. And it didn't play well for my soldiers.



First contact was a barely manned trenchline. My soldiers pushed through it bravely ...



... Just to be welcomed by Russian positions within Shilovo and the woods surrounding it.


Read on: Click Here
...

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VBS3 The Art of VBS: HD ASLAV 25


ASLAV 25 side view

BISim Senior Artist Allan Campbell recently created a new, high-detail version of VBS3’s ASLAV 25 model which was demonstrated at Australian Simulation Congress in Melbourne. Allan, who is based in BISim’s Australia office, created the model with Modo. It was initially textured in Modo and then finished in Substance Painter and Photoshop. The model uses normal, specular and ambient occlusion texture maps, and has a total polygon count of 89000 triangles in the 1st resolution LOD. Intricate detail was captured and baked down to the VBS3 model by first creating a very high detail version of the ASLAV, with a polygon count of 724531.

For the new model, Allan developed a new method for simulating reflective periscope glass, which can be seen in various shades of red to pink in the images shown here. Allan achieved this by using a specifically created environment texture, which is referenced by an Rvmat material file with specific settings.

“The hardest part of the modeling was making sense of the very complex interior from reference imagery, especially in areas not well represented in the reference imagery, but also in gauging dimensions...

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